I don’t like some of the signs very much. Most signs are probably useless for gameplay purposes. Who the hell would need a parking sign in Stunt Rally? xD There could be definitely more signs for racing purposes, like “looping ahead”, “extreme road tilt”, “obstables on road”, “jump ahead”, multiple signs for curves (from slight curves to sharp turns), etc.

The speed limit signs are also problematic. I know they are in km/h but it still sucks, because these signs subvert the player’s setting. Also, the speeds are too coarse to be useful for racing IMO. Still it’s better than nothing.

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Wuzzy you're starting to talk too much and do too little.Anyways, half of what you put is a NOPE. Well, unless sbdy does them and puts them really in those not obvious places only.Signs are meant to be placed in max 5 places on just a couple of tracks. Most tracks won't have them.They aren't a pace notes system (that would need some code and be automatic).

Next, one CRUCIAL thing. Each sign has to be 1 batch, i.e. 1 material, 1 texture with different parts on it.For reference see e.g. all pers buildings, car wheels etc.Everything that can be more than once, has to be so (1 batch).

And from me (IMO most important): Sharp turn sings - symbol >>> Simple turn signs - symbol > only for places like on TopTwist to know where to jump if not straight Hairpin turn and U turn sings - shape of turn and U (not sure if needed) Stahp sign - I'll do that myself, red hand with STAHP text. Too bad it's english only.Maybe also Slow down and Fast signs - for symbol IDK, maybe >> rotated up or down and red or green?

Later we could have Jump speed symbols, could change meshes shown between kmh and mph when loading track, but each jump has a different speed, had to have too many.